Presenter: Glenn Smith glenns@usf.edu c 813 428 3802
Associate Professor of Instructional Technology, University of South Florida, Tampa, FL
CONTEXT:
Teachers will first read and play a short eBook with computer games. They will then view their own scores on a web-based reports system. Finally, teachers create their own eBook with computer games, using an easy authoring system.
IMapBooks (web-based eBooks with embedded computer games) are set up so that children (and teachers), without any technical programming
knowledge, can author their own books with computer games. When students create their own
electronic media, versus only consuming premade digital media, they learn higher cognitive
processing associated with creative synthesis and problem-solving, and acquire a sense of
ownership of the learning process that is highly motivating.
IMapBooks are web-based eBooks with embedded computer games to: (a) motivate
middle school students to read, (b) promote and stealth-assess comprehension and learning of
content and provide ongoing authentic, formative assessment, (c) adapt eBooks to student
reading level, (d) allow teachers to monitor student progress, set up cohorts with custom
bookcases, and (e) let middle school students author their own eBooks with computer games.
IMapBooks are self-sufficient courseware for reading/writing literacy, including bookcases of
eBooks with game-based assessments, teacher & student tutorials, and lesson plans. IMapBooks
let kids read, play and create.
IMapBooks are web-based eBooks, where chapters of text alternate with computer
games. Students need to comprehend the preceding text to win the games and need to win the
games to advance to the next chapter of text (patent pending). The design of the games in
IMapBooks is based on important cognitive processes skilled readers use to comprehend text.
For example, many games in IMapBooks are based on inferencing, the cognitive process that
readers use to fill gaps, i.e, using “two or more pieces of information from a text to infer a third
piece of information” (Kispal, 2008, p2).
IMapBooks let students and teacher create and publish their own web-based eBooks with
computer games. IMapBooks use game interaction to let students visualize a book. As a sixth
grader in one of our studies remarked, “I map the book.”
The current IMapBook software suite contains: (1) IMapBook eReader, a web-based
multi-language eReader for students to read/play, at own level, eBooks plus computer
games, including bookcase and achievement badges, (2) Authoring System, for non-technical
laypersons, such as teachers and students to input books and computer games into the system,
and (3) Administrative System to register new users, generate reports from the database, and
provide teachers and parents reports on book reader responses and registration information.
MINI-TASK (15 minutes) and REFLECTION (5 minutes)
Teachers will first read and play a short eBook with computer games. They will then view their own scores on a web-based reports system. Finally, teachers create their own eBook with computer games, using an easy authoring system.
Reflection prompt: What will novels look like in the year 2113? How would you like to add computer games to a short story?
ADDITIONAL RESOURCES .. will be distributed at the workshop.
web eBooks with computer games
Presenter: Glenn Smith glenns@usf.edu c 813 428 3802
Associate Professor of Instructional Technology, University of South Florida, Tampa, FL
CONTEXT:
Teachers will first read and play a short eBook with computer games. They will then view their own scores on a web-based reports system. Finally, teachers create their own eBook with computer games, using an easy authoring system.
IMapBooks (web-based eBooks with embedded computer games) are set up so that children (and teachers), without any technical programming
knowledge, can author their own books with computer games. When students create their own
electronic media, versus only consuming premade digital media, they learn higher cognitive
processing associated with creative synthesis and problem-solving, and acquire a sense of
ownership of the learning process that is highly motivating.
Overview IMapBooks
More info at
IMapBook.com website
What are IMapBooks?
IMapBooks are web-based eBooks with embedded computer games to: (a) motivate
middle school students to read, (b) promote and stealth-assess comprehension and learning of
content and provide ongoing authentic, formative assessment, (c) adapt eBooks to student
reading level, (d) allow teachers to monitor student progress, set up cohorts with custom
bookcases, and (e) let middle school students author their own eBooks with computer games.
IMapBooks are self-sufficient courseware for reading/writing literacy, including bookcases of
eBooks with game-based assessments, teacher & student tutorials, and lesson plans. IMapBooks
let kids read, play and create.
IMapBooks are web-based eBooks, where chapters of text alternate with computer
games. Students need to comprehend the preceding text to win the games and need to win the
games to advance to the next chapter of text (patent pending). The design of the games in
IMapBooks is based on important cognitive processes skilled readers use to comprehend text.
For example, many games in IMapBooks are based on inferencing, the cognitive process that
readers use to fill gaps, i.e, using “two or more pieces of information from a text to infer a third
piece of information” (Kispal, 2008, p2).
IMapBooks let students and teacher create and publish their own web-based eBooks with
computer games. IMapBooks use game interaction to let students visualize a book. As a sixth
grader in one of our studies remarked, “I map the book.”
How can I access IMapBooks?
Username & password are coming.
Username:
Password:
http://imapbook.rc.usf.edu/demo/
Finished Example 1 and 2.
Username & password are coming.
Username:
Password:
http://imapbook.rc.usf.edu/demo/
OVERVIEW OF FEATURES (10 minutes)
Key features:
YouTube overview: http://youtu.be/plN-T72nceY
The current IMapBook software suite contains: (1) IMapBook eReader, a web-based
multi-language eReader for students to read/play, at own level, eBooks plus computer
games, including bookcase and achievement badges, (2) Authoring System, for non-technical
laypersons, such as teachers and students to input books and computer games into the system,
and (3) Administrative System to register new users, generate reports from the database, and
provide teachers and parents reports on book reader responses and registration information.
MINI-TASK (15 minutes) and REFLECTION (5 minutes)
Teachers will first read and play a short eBook with computer games. They will then view their own scores on a web-based reports system. Finally, teachers create their own eBook with computer games, using an easy authoring system.
Reflection prompt:
What will novels look like in the year 2113?
How would you like to add computer games to a short story?
ADDITIONAL RESOURCES
.. will be distributed at the workshop.